pixel-art

pixel-art is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 83 tokens per session (2,718 once invoked), scanned A, original, MIT.

A skill for generating pixel-art assets: small images made from deliberately placed square pixels with a limited palette. It supports sprites, items, tiles, icons, and portraits at specified resolutions.

In plain words
What is it for?
Use it to create game sprites, inventory items, tilesets, icons, and character portraits in resolutions such as 32×32, 64×64, or 128×128.
Why use it?
It provides a defined process for keeping generated artwork crisp and aligned to a pixel grid rather than blurry or accidentally smooth.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to create game sprites, inventory items, tilesets, icons, and character portraits in resolutions such as 32×32, 64×64, or 128×128.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill pixel-art
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pixel-art

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pixel-art

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/pixel-art.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,718 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00083 $0.02718
Opus 5 $0.00042 $0.01359
Sonnet 5 $0.00017 $0.00544
Haiku 4.5 $0.00008 $0.00272

Measured 10d ago against content hash 287ee6128fb2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pixel-art scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/2d-assets/pixel-art/SKILL.md · 181 lines

How it starts

The opening of the file, as written. The whole thing — 181 lines — stays where its author put it; the contents beside it link to each section on GitHub.

pixel-art — Pixel-Perfect Sprites and Tiles

This skill generates pixel-art assets — sprites, items, tiles, icons, portraits — at a target resolution (32×32, 64×64, 128×128, etc.). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models violate by default. This skill encodes the prompt patterns and post-processing discipline that makes the output actually look like pixel art and not "blurry small image."

Backing tool: onyx_generate_image with style: "pixel" and an explicit pixel-art prompt. Pass options.image_size: "square_hd" and have the agent enforce pixel-perfect by setting the project's default texture filter to Nearest (and downscaling to the target resolution post-gen). Output is upscaled by the model — you generally request a small generation (or downscale post-gen) to get crisp pixels.

When to use

  • "Generate a 32×32 sword icon for the inventory."
  • "I need a pixel-art portrait of the merchant for the dialogue UI."
  • "Make a 64×64 enemy sprite — a slime monster."
  • "Generate a tileset for a grass / dirt / stone biome at 16×16 per tile."
  • The game has a pixel-art aesthetic and the user wants assets in-style.

When NOT to use

  • The user wants a high-resolution painterly portrait → onyx:2d-assets/character-portrait.
  • The user wants animated frames (walk cycle, attack) → onyx:2d-assets/sprite-sheet (pixel art is harder for sprite sheets — read that skill's caveats).
  • The user wants a tileable seamless texture (not pixel art) → onyx:2d-assets/tileable-texture.
  • The game is 3D / non-pixel — verify the user actually wants pixel before generating.

Steps

1. Lock the resolution and palette

Ask the user (or read .onyx/GameSoul.md):

  • Resolution per asset: 16×16, 32×32, 64×64, 128×128 are standard. Sprites usually 32 or 64; portraits 64 or 128; icons 16 or 32.
  • Palette: named retro palette (NES 56-color, Game Boy 4-color green, PICO-8 16-color, Sweetie-16) OR custom hex list OR "no palette restriction."
  • Outline: hard black outline, colored outline, or no outline?

Read the full file on GitHub · 181 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 181 lines · 83 tokens per session scan A 287ee6128fb2

Subscribe to this mod's changes

pixel-art is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 83 tokens to every session and 2,718 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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sprite-sheet

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character-portrait

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pixel-art

Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".

SummerEngine/summer-engine-agent · 83 tokens

tileable-texture

Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…

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ui-graphics

Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability…

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